I am aware and am working on this problem. Unfortunately it is not easy, or I would have just solved it. Lag can come from innumerable sources and be very difficult to diagnose and treat. It is often a build up of many small things that reach a tipping point. Activity has been increasing, new features have been added, databases have continued growing... it all adds up.

All I can say right is that I am working on a variety of fronts to try to deal with this issue. It is likely we will need to enhance our hosting setup to deal with the increased load, regarding which I am consulting our hosting providers.

I assure you we will get improvements made, I just cannot say exactly when. In the meantime, I can only ask for your patience.

any updates

We have spent quite a lot of time on this, investigating things such as:

From this, we made a variety of improvements that appeared to have a modest impact.

Then we discovered that our API was being bombarded by a Add-On that was apparently gone off the rails.

Further monitoring and analysis revealed that this was likely the primary source of our general performance issues. When we started ignoring these requests there was a significant performance increase and lag reduction. We have been monitoring the last few days, and this assessment is holding up. Process queues on our server are vastly reduced, and page load time is increased. The speed increase has been anecdotally confirmed by various players in various game situations.

If anyone uses the Add-On 'Clan Game Notifier', please disable it until told otherwise.

speed turns was a great tool for catching clanmates' turns that were about to go un-taken.

I understand the need to eliminate it if it's bogging down the site, but the functionality is still desirable... is ConquerTell less taxing on the API? Could it be modified to monitor a group's turns vice an individual's turns and still represent an acceptable load on the servers?

scottp wrote:speed turns was a great tool for catching clanmates' turns that were about to go un-taken.

I understand the need to eliminate it if it's bogging down the site, but the functionality is still desirable... is ConquerTell less taxing on the API? Could it be modified to monitor a group's turns vice an individual's turns and still represent an acceptable load on the servers?

Agreed. It's really difficult to catch a clan-mates games now if they are going to unexpectedly miss a turn.